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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-16 11:06:49 +01:00
metal: set max texture size based on device capability.
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@ -33,6 +33,7 @@
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#else
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#include "../../video/uikit/SDL_uikitmetalview.h"
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#endif
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#include <Availability.h>
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#import <Metal/Metal.h>
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#import <QuartzCore/CAMetalLayer.h>
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@ -88,27 +89,18 @@ static void *METAL_GetMetalCommandEncoder(SDL_Renderer * renderer);
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SDL_RenderDriver METAL_RenderDriver = {
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METAL_CreateRenderer,
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{
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"metal",
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
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6,
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{
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SDL_PIXELFORMAT_ARGB8888,
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SDL_PIXELFORMAT_ABGR8888,
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SDL_PIXELFORMAT_YV12,
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SDL_PIXELFORMAT_IYUV,
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SDL_PIXELFORMAT_NV12,
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SDL_PIXELFORMAT_NV21
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},
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// !!! FIXME: how do you query Metal for this?
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// (the weakest GPU supported by Metal on iOS has 4k texture max, and
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// other models might be 2x or 4x more. On macOS, it's 16k across the
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// board right now.)
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#ifdef __MACOSX__
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16384, 16384
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#else
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4096, 4096
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#endif
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"metal",
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
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6,
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{
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SDL_PIXELFORMAT_ARGB8888,
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SDL_PIXELFORMAT_ABGR8888,
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SDL_PIXELFORMAT_YV12,
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SDL_PIXELFORMAT_IYUV,
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SDL_PIXELFORMAT_NV12,
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SDL_PIXELFORMAT_NV21
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},
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0, 0,
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}
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};
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@ -467,9 +459,10 @@ ChoosePipelineState(METAL_RenderData *data, METAL_ShaderPipelines *pipelines, SD
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static SDL_Renderer *
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METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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{ @autoreleasepool {
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SDL_Renderer *renderer = NULL;
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METAL_RenderData *data = NULL;
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id<MTLDevice> mtldevice = nil;
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SDL_SysWMinfo syswm;
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SDL_VERSION(&syswm.version);
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@ -487,24 +480,22 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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return NULL;
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}
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// !!! FIXME: MTLCopyAllDevices() can find other GPUs on macOS...
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mtldevice = MTLCreateSystemDefaultDevice();
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if (mtldevice == nil) {
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SDL_free(renderer);
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SDL_SetError("Failed to obtain Metal device");
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return NULL;
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}
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// !!! FIXME: error checking on all of this.
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data = [[METAL_RenderData alloc] init];
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renderer->driverdata = (void*)CFBridgingRetain(data);
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renderer->window = window;
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#ifdef __MACOSX__
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id<MTLDevice> mtldevice = MTLCreateSystemDefaultDevice(); // !!! FIXME: MTLCopyAllDevices() can find other GPUs...
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if (mtldevice == nil) {
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SDL_free(renderer);
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#if !__has_feature(objc_arc)
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[data release];
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#endif
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SDL_SetError("Failed to obtain Metal device");
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return NULL;
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}
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// !!! FIXME: error checking on all of this.
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NSView *view = Cocoa_Mtl_AddMetalView(window);
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CAMetalLayer *layer = (CAMetalLayer *)[view layer];
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@ -657,6 +648,40 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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}
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/* https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf */
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int maxtexsize = 4096;
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#if defined(__MACOSX__)
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maxtexsize = 16384;
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#elif defined(__TVOS__)
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#ifdef __TVOS_11_0
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if ([mtldevice supportsFeatureSet:MTLFeatureSet_tvOS_GPUFamily2_v1]) {
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maxtexsize = 16384;
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} else
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#endif
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{
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maxtexsize = 8192;
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}
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#else
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#ifdef __IPHONE_11_0
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if ([mtldevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily4_v1]) {
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maxtexsize = 16384;
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} else
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#endif
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#ifdef __IPHONE_10_0
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if ([mtldevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily3_v1]) {
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maxtexsize = 16384;
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} else
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#endif
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if ([mtldevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily2_v2] || [mtldevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily1_v2]) {
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maxtexsize = 8192;
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} else {
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maxtexsize = 4096;
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}
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#endif
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renderer->info.max_texture_width = maxtexsize;
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renderer->info.max_texture_height = maxtexsize;
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#if !__has_feature(objc_arc)
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[mtlcmdqueue release];
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[mtllibrary release];
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@ -666,13 +691,11 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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[mtlbufconstants release];
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[view release];
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[data release];
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#ifdef __MACOSX__
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[mtldevice release];
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#endif
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#endif
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return renderer;
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}
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}}
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static void
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METAL_ActivateRenderCommandEncoder(SDL_Renderer * renderer, MTLLoadAction load)
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@ -1297,17 +1320,15 @@ METAL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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float c = cosf(rads), s = sinf(rads);
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SDL_memset(transform, 0, sizeof(transform));
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// matrix multiplication carried out on paper:
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// |1 x+c| |c -s |
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// | 1 y+c| |s c |
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// | 1 | | 1 |
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// | 1| | 1|
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// move rotate
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transform[10] = transform[15] = 1.0f;
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/* Rotation */
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transform[0] = c;
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transform[1] = s;
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transform[4] = -s;
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transform[5] = c;
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/* Translation */
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transform[12] = dstrect->x + center->x;
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transform[13] = dstrect->y + center->y;
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}
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